feat(scripting): add mono csharp runtime foundation
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253
tests/Scene/test_scene_runtime.cpp
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253
tests/Scene/test_scene_runtime.cpp
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#include <gtest/gtest.h>
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#include <XCEngine/Scene/SceneRuntime.h>
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#include <XCEngine/Scripting/IScriptRuntime.h>
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#include <XCEngine/Scripting/ScriptComponent.h>
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#include <XCEngine/Scripting/ScriptEngine.h>
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#include <memory>
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#include <string>
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#include <vector>
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using namespace XCEngine::Components;
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using namespace XCEngine::Scripting;
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namespace {
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std::string LifecycleMethodToString(ScriptLifecycleMethod method) {
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switch (method) {
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case ScriptLifecycleMethod::Awake: return "Awake";
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case ScriptLifecycleMethod::OnEnable: return "OnEnable";
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case ScriptLifecycleMethod::Start: return "Start";
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case ScriptLifecycleMethod::FixedUpdate: return "FixedUpdate";
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case ScriptLifecycleMethod::Update: return "Update";
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case ScriptLifecycleMethod::LateUpdate: return "LateUpdate";
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case ScriptLifecycleMethod::OnDisable: return "OnDisable";
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case ScriptLifecycleMethod::OnDestroy: return "OnDestroy";
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}
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return "Unknown";
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}
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class OrderedObserverComponent : public Component {
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public:
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explicit OrderedObserverComponent(std::vector<std::string>* events)
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: m_events(events) {
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}
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std::string GetName() const override { return "OrderedObserver"; }
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void Start() override {
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if (m_events) {
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m_events->push_back("NativeStart:" + GetGameObject()->GetName());
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}
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}
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void FixedUpdate() override {
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if (m_events) {
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m_events->push_back("NativeFixedUpdate:" + GetGameObject()->GetName());
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}
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}
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void Update(float deltaTime) override {
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(void)deltaTime;
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if (m_events) {
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m_events->push_back("NativeUpdate:" + GetGameObject()->GetName());
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}
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}
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void LateUpdate(float deltaTime) override {
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(void)deltaTime;
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if (m_events) {
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m_events->push_back("NativeLateUpdate:" + GetGameObject()->GetName());
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}
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}
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private:
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std::vector<std::string>* m_events = nullptr;
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};
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class RecordingScriptRuntime : public IScriptRuntime {
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public:
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explicit RecordingScriptRuntime(std::vector<std::string>* events)
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: m_events(events) {
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}
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void OnRuntimeStart(Scene* scene) override {
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if (m_events) {
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m_events->push_back("RuntimeStart:" + (scene ? scene->GetName() : std::string("null")));
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}
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}
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void OnRuntimeStop(Scene* scene) override {
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if (m_events) {
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m_events->push_back("RuntimeStop:" + (scene ? scene->GetName() : std::string("null")));
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}
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}
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bool CreateScriptInstance(const ScriptRuntimeContext& context) override {
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if (m_events) {
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m_events->push_back("Create:" + Describe(context));
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}
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return true;
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}
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void DestroyScriptInstance(const ScriptRuntimeContext& context) override {
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if (m_events) {
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m_events->push_back("Destroy:" + Describe(context));
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}
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}
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void InvokeMethod(
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const ScriptRuntimeContext& context,
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ScriptLifecycleMethod method,
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float deltaTime) override {
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(void)deltaTime;
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if (m_events) {
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m_events->push_back(LifecycleMethodToString(method) + ":" + Describe(context));
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}
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}
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private:
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static std::string Describe(const ScriptRuntimeContext& context) {
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const std::string gameObjectName = context.gameObject ? context.gameObject->GetName() : "null";
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const std::string className = context.component ? context.component->GetFullClassName() : "null";
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return gameObjectName + ":" + className;
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}
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std::vector<std::string>* m_events = nullptr;
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};
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class SceneRuntimeTest : public ::testing::Test {
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protected:
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void SetUp() override {
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scriptEngine = &ScriptEngine::Get();
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scriptEngine->OnRuntimeStop();
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runtimeImpl = std::make_unique<RecordingScriptRuntime>(&events);
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scriptEngine->SetRuntime(runtimeImpl.get());
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}
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void TearDown() override {
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runtime.Stop();
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scriptEngine->OnRuntimeStop();
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scriptEngine->SetRuntime(nullptr);
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runtimeImpl.reset();
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scene.reset();
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}
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Scene* CreateScene(const std::string& sceneName) {
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scene = std::make_unique<Scene>(sceneName);
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return scene.get();
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}
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ScriptComponent* AddScript(GameObject* gameObject, const std::string& namespaceName, const std::string& className) {
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ScriptComponent* component = gameObject->AddComponent<ScriptComponent>();
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component->SetScriptClass("GameScripts", namespaceName, className);
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return component;
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}
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std::vector<std::string> events;
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std::unique_ptr<Scene> scene;
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std::unique_ptr<RecordingScriptRuntime> runtimeImpl;
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ScriptEngine* scriptEngine = nullptr;
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SceneRuntime runtime;
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};
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TEST_F(SceneRuntimeTest, StartAndStopForwardToScriptEngine) {
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Scene* runtimeScene = CreateScene("RuntimeScene");
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GameObject* host = runtimeScene->CreateGameObject("Host");
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AddScript(host, "Gameplay", "Bootstrap");
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runtime.Start(runtimeScene);
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runtime.Stop();
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const std::vector<std::string> expected = {
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"RuntimeStart:RuntimeScene",
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"Create:Host:Gameplay.Bootstrap",
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"Awake:Host:Gameplay.Bootstrap",
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"OnEnable:Host:Gameplay.Bootstrap",
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"OnDisable:Host:Gameplay.Bootstrap",
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"OnDestroy:Host:Gameplay.Bootstrap",
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"Destroy:Host:Gameplay.Bootstrap",
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"RuntimeStop:RuntimeScene"
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};
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EXPECT_EQ(events, expected);
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EXPECT_FALSE(runtime.IsRunning());
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EXPECT_EQ(runtime.GetScene(), nullptr);
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}
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TEST_F(SceneRuntimeTest, FrameOrderRunsScriptLifecycleBeforeNativeComponents) {
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Scene* runtimeScene = CreateScene("RuntimeScene");
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GameObject* host = runtimeScene->CreateGameObject("Host");
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host->AddComponent<OrderedObserverComponent>(&events);
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AddScript(host, "Gameplay", "Mover");
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runtime.Start(runtimeScene);
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events.clear();
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runtime.FixedUpdate(0.02f);
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runtime.Update(0.016f);
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runtime.LateUpdate(0.016f);
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const std::vector<std::string> expected = {
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"FixedUpdate:Host:Gameplay.Mover",
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"NativeFixedUpdate:Host",
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"Start:Host:Gameplay.Mover",
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"Update:Host:Gameplay.Mover",
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"NativeStart:Host",
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"NativeUpdate:Host",
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"LateUpdate:Host:Gameplay.Mover",
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"NativeLateUpdate:Host"
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};
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EXPECT_EQ(events, expected);
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}
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TEST_F(SceneRuntimeTest, InactiveSceneSkipsFrameExecution) {
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Scene* runtimeScene = CreateScene("RuntimeScene");
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GameObject* host = runtimeScene->CreateGameObject("Host");
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host->AddComponent<OrderedObserverComponent>(&events);
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AddScript(host, "Gameplay", "PausedScript");
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runtimeScene->SetActive(false);
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runtime.Start(runtimeScene);
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events.clear();
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runtime.FixedUpdate(0.02f);
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runtime.Update(0.016f);
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runtime.LateUpdate(0.016f);
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EXPECT_TRUE(events.empty());
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}
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TEST_F(SceneRuntimeTest, StartingNewSceneStopsPreviousRuntimeFirst) {
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Scene* firstScene = CreateScene("FirstScene");
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GameObject* firstHost = firstScene->CreateGameObject("FirstHost");
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AddScript(firstHost, "Gameplay", "FirstScript");
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runtime.Start(firstScene);
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std::unique_ptr<Scene> secondScene = std::make_unique<Scene>("SecondScene");
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GameObject* secondHost = secondScene->CreateGameObject("SecondHost");
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ScriptComponent* secondScript = AddScript(secondHost, "Gameplay", "SecondScript");
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events.clear();
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runtime.Start(secondScene.get());
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const std::vector<std::string> expected = {
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"OnDisable:FirstHost:Gameplay.FirstScript",
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"OnDestroy:FirstHost:Gameplay.FirstScript",
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"Destroy:FirstHost:Gameplay.FirstScript",
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"RuntimeStop:FirstScene",
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"RuntimeStart:SecondScene",
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"Create:SecondHost:Gameplay.SecondScript",
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"Awake:SecondHost:Gameplay.SecondScript",
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"OnEnable:SecondHost:Gameplay.SecondScript"
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};
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EXPECT_EQ(events, expected);
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EXPECT_EQ(runtime.GetScene(), secondScene.get());
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EXPECT_TRUE(scriptEngine->HasRuntimeInstance(secondScript));
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runtime.Stop();
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}
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} // namespace
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